Vex Modding
Skip

Agency and Self-Forging

Published: Category:StuffWritten by: Vexonar

The Destinies We Shape — And the Ones Players Shape for Themselves

There’s a strange illusion in games that the world shapes you.
Prophecies, titles, destinies handed down like stiff armor you’re expected to wear without question.
You begin as “the chosen one,” or “the hero,” or worse—”the player character,” as though that explains anything.

But that’s not how real journeys work.
And it’s not how I build worlds.

In my work, identity isn’t stamped on you.
You forge it yourself — hammer in one hand, uncertainty in the other.

Agency is the quiet truth at the heart of every mod I make:
you become who you choose to be, not who the world insists you are.

Agency Isn’t About Choice. It’s About Ownership.

Games love to pretend they give you choices.
Blue door, red door.
Save this person, ignore that one.
Checklist morality.

But agency isn’t the number of choices you’re offered—
it’s the meaning behind the ones you decide to take.

In the worlds I build, choices aren’t neon-signposted.
They’re woven into the fabric of the place:

Will you stop to help the woman at the well, or does exhaustion guide your steps elsewhere?
Do you follow the worn path through the forest, or does curiosity pull you off the trail?
When you uncover a relic with a strange warmth to it, do you pocket it or leave it be?

These aren’t dialogue wheels.
They’re reflections.

Every decision, every hesitation, every instinct leaves a mark.
Not on a morality meter—on you.

Self-forging doesn’t require fireworks.
It requires space.

I build that space deliberately.

I am no bird; and no net ensnares me: I am a free human being with an independent will.

Chorlottle Brontë

The World Is Not the Sculptor — You Are

Skyrim’s main story straps a destiny onto your back before you even draw your second breath.
Useful for pacing, yes. Terrible for agency.

But step off the railroad, and the world becomes clay again.
A little soft at the edges. Ready for hands.

That’s where my mods live: in the places where destiny loosens its grip.

When I expand a settlement, I don’t tell you what it means.
I let you decide:
Are you a wanderer passing through?
A helper?
A thief?
A shadow?
A friend?
A legend whispered years later over a bar counter?

The world doesn’t choose.
You do.

Agency is not something I give you.
It’s something you claim for yourself, one footstep at a time.

Self-Forging Through Quiet Consequences

Grand consequences are rare in my work.
I prefer the quieter ones that sneak up on you:

A child no longer waves at you because you ignored her mother’s plea.
A blacksmith leaves an extra ingot on the counter because you helped him fix a broken fence.
A wandering scholar recognizes your name from a letter you never read.
The tone of a song changes depending on the decisions you didn’t realize you’d made.

These are not punishments or rewards.
They’re reflections.

You forge yourself by the wake you leave behind.

And someday, hours later, you realize:
“I’ve become someone. Not because the game declared it — but because I acted, and the world remembered.”

That’s self-forging.

When A Player Shapes Their Own Destiny, They Remember It

Players don’t remember destiny that was handed to them.
They remember destiny they chose.

When a player uncovers a mystery because they followed their curiosity—
that sticks.

When they restore a shrine because they felt compelled to honor a forgotten life—
that lingers.

When they take a small quest and treat it with care, not because they were told to, but because something about that moment felt right—
that becomes part of their story.

Good modding is not about telling players who to be.
It’s about giving them the space, the tools, the quiet nudges to discover who they want to be.

Agency is a forge.
Destiny is the blade that emerges from it.

I Don’t Build Destinies. I Build the Places Where Destinies Are Chosen.

I can’t decide who the player becomes.
I wouldn’t want to.
But I can leave doors open.
I can fill the world with lanterns, hidden letters, small mercies, tiny cruelties, and wonders waiting under the dust.

I can give the player enough room to step into themselves.

Because maybe they start the game tired, or lonely, or lost.
Maybe they don’t feel like a hero.
Maybe they don’t feel like much at all.

But they pick up a relic.
They help a stranger.
They solve a riddle.
They follow a thread of moonlight down a forgotten road.

And somewhere along the line—
not at the beginning, but halfway through the journey—
they realize they’ve become someone new.

Not because I told them to.
But because they walked far enough to meet a version of themselves they didn’t know was waiting.

Agency isn’t a feature. It’s a reminder: you get to decide who you are.

If my work gives players that reminder — even for a moment —
then everything I’ve built is worth it.

Now. . .
let’s see if I can find that hammer I was just using.
I swear it was right here.

More posts...

Read more about my journey of design philosophy, gaming and other blurbs as I navigate life.
No Image

Agency and Self-Forging

Post has published by Vexonar
Views:   5   Comments:   0   Likes: